renegade open faq 2€¦ · renegade open faq 2.1 warhammer 40,000 supplemental errata & faq...

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RENEGADE OPEN GT 2014 David Arimond, Nate Sorenson, Andrew Ferris, Paul Huck, Scott Syverson, Michael "Angelo" Russo, & Anthony Guidotti Renegade Open GT 2014 1 Renegade Open FAQ 2.1 Warhammer 40,000 Supplemental Errata & FAQ Based on BAO/LVO FAQ 1.1 with changes References for Rulings are in Blue New Errata & FAQs in Red Warhammer 40,000: The Rules The Movement Phase No part of a model may intentionally hang off the edge of the table, except for parts that are explicitly ignored while checking line of sight (e.g. the wings or tail of a NON-VEHICLE model, vehicle MUST still remain fully on the board). [ITC Ruling] A Tank is allowed to move through non-vehicle enemy models not locked in close combat when it turns on the spot to “aim” as part of a Tank Shock. Units moved through in this way count as being Tank Shocked and models in the path of the pivot may make Death or Glory attacks (provided the unit passes its Morale test). [RAW, Tank Shock, pg. 69 & 92, BRB The Psychic Phase Multiple psykers that are part of the same unit cannot attempt to manifest the same psychic power during a single psychic phase. [RAW, Manifesting Psychic Powers, pg. 24, BRB] A Psyker with a Mark of Chaos or a Daemon of a particular God DOES benefit from the general Psychic Focus rule if they DO NOT roll for a Mark or God Power but instead use this special rule to gain the Primaris Power of that Mark or God Power. [RAW, Psychic Focus, pg. 22, BRB] Multiple instances of the same Malediction cast by different units do stack with each other. [RAW, Maledictions, pg. 27, BRB] Multiple instances of the same wargear or special rule that provide bonuses to Deny the Witch rolls (e.g. multiple Canoptek Tomb Spider Gloom Prisms) do NOT stack with each other. However, differently named and sourced pieces of wargear and/or special rules do stack with each other. [RAW, Deny the Witch, pg. 26, BRB] The same restrictions that apply to Psykers while inside Transports also apply to Psykers while inside a Building. [RAW, Buildings pg. 110 & 112 BRB, Buildings pg. 15 Stronghold Assault] When manifesting psychic powers, a Chariot Rider is not considered to be embarked upon a transport. This means the Rider can attempt to manifest any type of power that it knows, and not just Withchfire powers. [RAW, Chariots pg. 86, BRB] If a Chariot Rider suffers a Perils of the Warp result while manifesting a psychic power, all effects from the Perils of the Warp table are allocated to the Rider. [RAW, Perils from the Warp pg. 25, Chariots pg. 86, BRB] If a Transport vehicle is removed as a casualty due to the Dragged into the Warp Perils of the Warp result, embarked models are allowed to perform an emergency disembarkation. [ITC Ruling] Bonuses to Deny the Witch rolls may never be applied to attempts to deny Blessing or Conjuration psychic powers. [RAW, Deny the Witch, pg. 26, BRB] If the Terrify psychic power causes a unit locked in close combat to Fall Back, they leave combat and make a normal Fall Back move as though they passed the Sweeping Advance Test. If now unengaged the remaining unit makes a Consolidation Move for leaving combat. [Ruling, Terrify pg. 198 BRB, Morale pg. 56, Assault Phase Consolidation pg. 53, BRB]

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Page 1: Renegade Open FAQ 2€¦ · Renegade Open FAQ 2.1 Warhammer 40,000 Supplemental Errata & FAQ ... A Psyker with a Mark of Chaos or a Daemon of a particular God DOES benefit from the

RENEGADE OPEN GT 2014 David Arimond, Nate Sorenson, Andrew Ferris, Paul Huck, Scott Syverson, Michael "Angelo" Russo, & Anthony Guidotti

Renegade Open GT 2014 1

Renegade Open FAQ 2.1 Warhammer 40,000 Supplemental Errata & FAQ

Based on BAO/LVO FAQ 1.1 with changes References for Rulings are in Blue

New Errata & FAQs in Red

Warhammer 40,000: The Rules

The Movement Phase No part of a model may intentionally hang off the edge of the table, except for parts that are

explicitly ignored while checking line of sight (e.g. the wings or tail of a NON-VEHICLE model, vehicle MUST still remain fully on the board). [ITC Ruling]

A Tank is allowed to move through non-vehicle enemy models not locked in close combat when it turns on the spot to “aim” as part of a Tank Shock. Units moved through in this way count as being Tank Shocked and models in the path of the pivot may make Death or Glory attacks (provided the unit passes its Morale test). [RAW, Tank Shock, pg. 69 & 92, BRB

The Psychic Phase Multiple psykers that are part of the same unit cannot attempt to manifest the same psychic power

during a single psychic phase. [RAW, Manifesting Psychic Powers, pg. 24, BRB]

A Psyker with a Mark of Chaos or a Daemon of a particular God DOES benefit from the general Psychic Focus rule if they DO NOT roll for a Mark or God Power but instead use this special rule to gain the Primaris Power of that Mark or God Power. [RAW, Psychic Focus, pg. 22, BRB]

Multiple instances of the same Malediction cast by different units do stack with each other. [RAW, Maledictions, pg. 27, BRB]

Multiple instances of the same wargear or special rule that provide bonuses to Deny the Witch rolls (e.g. multiple Canoptek Tomb Spider Gloom Prisms) do NOT stack with each other. However, differently named and sourced pieces of wargear and/or special rules do stack with each other. [RAW, Deny the Witch, pg. 26, BRB]

The same restrictions that apply to Psykers while inside Transports also apply to Psykers while inside a Building. [RAW, Buildings pg. 110 & 112 BRB, Buildings pg. 15 Stronghold Assault]

When manifesting psychic powers, a Chariot Rider is not considered to be embarked upon a transport. This means the Rider can attempt to manifest any type of power that it knows, and not just Withchfire powers. [RAW, Chariots pg. 86, BRB]

If a Chariot Rider suffers a Perils of the Warp result while manifesting a psychic power, all effects from the Perils of the Warp table are allocated to the Rider. [RAW, Perils from the Warp pg. 25, Chariots pg. 86, BRB]

If a Transport vehicle is removed as a casualty due to the Dragged into the Warp Perils of the Warp result, embarked models are allowed to perform an emergency disembarkation. [ITC Ruling]

Bonuses to Deny the Witch rolls may never be applied to attempts to deny Blessing or Conjuration psychic powers. [RAW, Deny the Witch, pg. 26, BRB]

If the Terrify psychic power causes a unit locked in close combat to Fall Back, they leave combat and make a normal Fall Back move as though they passed the Sweeping Advance Test. If now

unengaged the remaining unit makes a Consolidation Move for leaving combat. [Ruling, Terrify pg. 198 BRB, Morale pg. 56, Assault Phase Consolidation pg. 53, BRB]

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RENEGADE OPEN GT 2014 David Arimond, Nate Sorenson, Andrew Ferris, Paul Huck, Scott Syverson, Michael "Angelo" Russo, & Anthony Guidotti

Renegade Open GT 2014 2

The Psychic Phase cont. Use the following clarifications for the Invisibility psychic power:

Any attacks or special abilities that can cause damage (i.e. hits, wounds and/or vehicle damage) without rolling to hit (e.g. Codex: Chaos Daemons Warp Storm Tables and Imotek's Lord of the Storm) affect invisible units normally. [RAW, Invisibility pg. 198 BRB, Warp Storm Table pg. 27 C:CD, Lord of Storm pg. 55 C:Necrons],

Nova psychic powers affect invisible units normally. [RAW, Nova Powers pg. 27, BRB] So long as the invisible unit is not the declared target of an attack, Blast and Template weapons

affect invisible units normally. [RAW, Blasts & Scatter pg. 160, Template Weapons pg. 75 &173] If a model in close combat with an invisible unit would normally hit in close combat on a fixed

value (e.g. Kharn the Betrayer), that rule will take precedence over Invisibility. [RAW, Most Important Rule, pg. 10 BRB]

When manifesting the Sacrifice psychic power, a player may use the 30pts worth of options to purchase Hellforged Artifacts. However, a particular Artifact cannot be taken if it was ever chosen during the current game (even if it is currently destroyed). [RAW, Hellforged Artifacts, pg. 65 C:CD]

When manifesting the Sacrifice psychic power, the single wound suffered by one friendly model within 6” of the Psyker cannot be given to the newly conjured herald. [RAW, Sacrifice, pg. 195, BRB]

When a Psyker manifests the Possession psychic power but is removed as a casualty due to a result on the Perils of the Warp table, the power still conjures a unit normally. [RAW, Possession, pg. 195, BRB]

A Psyker may attempt to manifest The Gate of Infinity and Levitation psychic powers while Falling Back and locked in close combat. Note however, these powers may not be manifested by a unit that has been Pinned/Gone to Ground: [RAW, Gate of Infinity pg. 194, Falling Back pg. 57, Assault Phase Consolidation pg. 53, BRB]

In the case of Falling Back, the unit still counts as Falling Back after it resolves the power. In the case of being locked in close combat, if the Psyker and any unit he has joined were

the only unit(s) locked in combat with the enemy, the enemy may not make a Sweeping Advance or Consolidate and remains exactly where they are.

Conjured Units (See Army Selection Methods on Spawned Conjured Units)

The Shooting Phase For ease of tournament play, at this event, Line of Sight for non-vehicle models must be drawn

from the model’s eyes (or closest equivalent). [RAW, Model's Eye View, pg. 15, BRB] Unless a shooting attack specifies that it doesn’t require line of sight or has a proviso allowing it to

cause damage to units out of line of sight (such as with blast weapons that drift), then it cannot cause damage to any unit that is entirely out of line of sight. [RAW, Which Models Can Fire?, pg. 31, BRB]

Models that Turbo-boost in the Shooting phase can move any number of inches (up to the maximum for their unit type) in any combination of directions, potentially ending the phase in the exact same position. [RAW, Turbo-boost, pg. 63, BRB]

If a unit elects to Run and/or Turbo-boost, then all models in the unit must forgo their shooting to do so. It is perfectly fine for some models in a unit to Run while others Turbo-boost. [RAW, Run pg. 38, Turbo-boost pg. 63, BRB]

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The Assault Phase If a unit has a special rule that allows it to fire at multiple targets in the Shooting phase (such as

the Split Fire special rule, for example), the unit may declare a charge against any of those targets in the Assault phase. [RAW, Splitfire pg. 172, BRB]

When multiple units are eligible to fire Overwatch at a charging unit, the firing player resolves the Overwatch from one of his units (of his choice) before deciding whether he would like to fire Overwatch with another eligible unit. This continues until all eligible units have either fired or the player chooses to make no further Overwatch attacks against the charging unit. [RAW, Overwatch pg. 45 BRB, Supporting Fire pg. 32 C:TE]

Units are considered to be locked in close combat as soon as any enemy model moves into base to base contact with them. This prevents the unit from firing Overwatch against other units charging them later in the same phase. [RAW, Overwatch pg. 45, BRB]

While making Pile In moves, if both players’ moves in a particular Initiative step are insufficient to bring any combatants back together, but Pile In moves in subsequent Initiative steps that turn would be sufficient to do so, the assault continues normally. [RAW, Pile In pg. 48 & 53, BRB]

Units may choose not to make a Consolidation move after winning an assault. If they choose not to, all models in the unit are left in their exact positions. [RAW, Consolidation pg. 53, BRB]

If a unit chooses to make a Consolidation move, then all models in the unit must end this movement 1” away from all enemy models, including any enemy vehicles they may have just attacked in close combat. [RAW, Consolidation pg. 53, BRB]

Characters Look Out, Sir attempts may be made against Destroyer weapons. [RAW, Look Out Sir! pg. 100,

BRB]

An Independent Character riding on a Chariot does not count as being an Independent Character. [RAW, Chariot pg. 86, Independent Characters pg. 166, BRB]

An Independent Character that cannot be Pinned/Go to Ground may not join a unit that is currently Pinned/has Gone to Ground. [RAW, Independent Characters pg. 166, BRB]

Universal Special Rules A unit is only allowed to Jink if it is the chosen target of a shooting attack. Other models potentially

affected by the attack may not Jink (e.g. models underneath the initial placement of a Blast weapon). [RAW, Jink pg. 167, BRB]

Models making a Hit & Run move that encounter an obstacle they are not allowed to move through or over (e.g. Impassable Terrain or the edge of the board) immediately end their move. [RAW, Movement pg. 18, Hit & Run pg. 165, BRB]

An Independent Character that has the Infiltrate special rule can join a unit that does not have Infiltrate during deployment allowing them all to infiltrate together. [RAW, Infiltrate pg. 167, BRB]

Unless specified otherwise, attacks that cause Instant Death on a to wound roll of 6 still need to be able to wound the target model for Instant Death to be inflicted (e.g. a S4 attack cannot hurt a T8 model even if the attack causes Instant Death on a 6). [RAW, To Wound Chart pg. 202, Instant Death pg. 36 & 165, BRB]

An Ordinance Weapon with the Tank Hunter special rule must reroll BOTH armor penetration dice or none at all. [RAW, Ordinance Weapons pg. 41 & 73, Tank Hunters pg. 172, BRB]

Models equipped with a Jet Pack may make a Thrust Move in the Assault Phase even is some models in the unit are not equipped with Jet Packs: [RAW, Jet Pack Units pg. 66, BRB]

The unit must finish its Thrust Movement within coherency Non-Jet Pack models may not make any movement even to get out of the way of a Jet Pack

model(s).

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Universal Special Rules cont. Any model attempting to Vector Strike must have its BASE pass over at least 1 model in the

targeted unit. Wings, Guns, Spikey Bits, etc. will NOT count for moving over a unit for the purposes of Vector Strike. [RO Ruling, this is a balance ruling since normally only Flying Monstrous Creatures (FMC) do this and they only get to use their base to count as where the model is located. This is done to encourage people to dynamically model their Flyers and FMCs without getting a potential "Modeled for Advantage" penalty either for Painting Score or Sportsmanship from Opponent. Also it is also the only part of a Flyer or Flying Monstrous Creature that enemy models must stay more than 1" away from while Swooping/Zooming, this is taken to mean it is the only part that interacts with the other models beyond Psychic Powers and Shooting Attacks. Swooping pg. 68 & Flyers and other models pg. 84, BRB]

Vehicles and Flyers Due to the change in rules from 6th to 7th Edition unless specified elsewhere all vehicle mounted

weapons have a vertical pivot of 45 degrees or as modeled. [RAW, Vehicle Weapons & Line of Sight, pg. 74, BRB]

Template and Blast weapons, and any other attacks or special rules that don’t roll To Hit, or hit automatically (e.g. Imothek’s Lord of the Storm special rule), have no effect on Zooming Flyers and Swooping Flying Monstrous Creatures. This is true even if the attacking unit has the Skyfire special rule. [RAW, Hard to Hit, pg. 84, BRB]

Flyers are Scoring and Denial Units while in Hover Mode only. [RAW, Scoring Units pg. 134, BRB]

Monstrous Creatures (MC) and Flying Monstrous Creatures (FMC)

FMC's are Scoring and Denial Units while in Glide Mode only. [RAW, Scoring Units pg. 134, BRB]

Super-Heavy Walkers (SHW) & Gargantuan Creatures (GC) When a SHW or GC moves through Difficult Terrain in the Movement phase, roll for Difficult Terrain

as normal. [Reversed from previous based on RAW, Moving Into Difficult Terrain pg. 108, & SHW Movement and Shooting pg. 96 & Gargantuan Creatures pg. 70, BRB]

The Strikedown ability that SHWs or GCs have applies to any Stomp and close combat attacks the model makes, but not to its Hammer of Wrath or ranged attacks. [ITC Ruling]

Models which are not locked in the same combat as a SHW or GCs, that are covered by any of its Stomp blast markers are ignored and therefore cannot be affected by the Stomp. Note that it is perfectly permissible to Stomp on friendly models that are locked in the combat. [ITC Ruling]

Casualties caused by Stomp attack wounds follow the normal rules for close combat casualty removal (starting with enemy models in base contact with the SHW/GC, first, etc). However any ‘Overrun’ result rolled affects the specific models underneath that particular blast marker. [ITC Ruling]

When a vehicle scatters due to a ‘flipped’ Stomp result, reduce this scatter as necessary to prevent the vehicle from ending up on top of a friendly model, in impassable terrain or within 1” of an enemy model (if possible). [ITC Ruling]

The effects of the Blind special rule will affect SHWs/GCs normally. Neither has a rule to ignore it and as both have Initiative characteristics they are effected normally. The Blind entry says that those models without an Initiative characteristic (such as non-Walker vehicles, buildings, etc.) would be immune. [RAW, CGs pg. 70, SHWs pg. 96, Blind pg. 158, BRB]

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RENEGADE OPEN GT 2014 David Arimond, Nate Sorenson, Andrew Ferris, Paul Huck, Scott Syverson, Michael "Angelo" Russo, & Anthony Guidotti

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Chariots Sweeping Attack was removed from the core book. [RAW, Chariots, pg. 86 & 87, BRB] Please note that the rules/effects transfer only FROM the Chariot TO the rider and NOT the other

way: [RAW, Chariots, pg. 86 BRB] If a Skimmer type Chariot chooses to Jink but later the controlling player chooses to place

the hits pool on the Rider, he WILL benefit from the Jink if it would give him a better save, note he will suffer from its negative effects too. [RAW, Chariots, pg. 86 BRB]

If a Chariot rider has Wargear to give him an Invulnerable Save this would only apply to hit ALLOCATED TO THE RIDER and not to the Chariot which must follow its own wargear listing. [RAW, Chariots, pg. 86 BRB]

Blast Weapons Vehicles hit by a blast weapon, but completely out of Line of Sight of the firing unit, are affected

normally by the blast. [RAW, Blasts, pg. 75 & 158, BRB]

Army Selection Methods Your Army May Only have 2 Unique Detachments chosen from the following:

o 0-1 Combined Arms Detachment(CAD) or Codex Detachment (CD) Codex Detachments refer to those found in the recent Codices (Orks, GK, &

SW) This will count as your CAD for army selection purposes. o 0-1 Allied Detachment (AD) o 0-2 Formations (including Dataslate Formations for example: Heavy Support Cadre,

or Strike Force Ultra: Space Marines). [ITC Rules] Examples of 2 Unique Detachment Armies:

1 CAD + 1 Formation 1 CD + 1 AD + Dataslate unit replacing a HQ FoC slot in CAD 2 Formations + Dataslate units 1 CAD + 3 Fast Attack Dataslate Units etc.

These Sources may both come from the same Faction, but must adhere to the above restrictions. [ITC Rules]

Single unit/model Dataslate units will count as replacing a Detachment Force Organizational Slot as befits the unit. (ex. Be'Lakor replaces 1 HQ slot in your Detachment). [ITC Rules]

Units from Forgeworld are allowed, though: Forgeworld Formations and Armies may NOT be taken at this event. You will be required to present a copy of the rules for these units on request from either

Tournament Judges or Opponents. Failure to do so will mean the removal of those unit(s) from the rest of play for the duration of the tournament.

To help this please PRINT OUT these rules ahead of time (phones are small and hard to look at) or have them on a Tablet Computer/iPad/Kindle/etc.

Super Heavies/Gargantuan Creatures taken in this way will take up your LORD OF WAR slot. o A LoW may be chosen from the following list. [ITC Ruling, Amended for Renegade

Open] All of the Baneblade chassis vehicles except for the Hellhammer (and

Traitor’s Bane variant) and Stormsword, which are not allowed for the ROGT 2014.

Crassus Armored Assault Transport Gorgon Heavy Transporter

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RENEGADE OPEN GT 2014 David Arimond, Nate Sorenson, Andrew Ferris, Paul Huck, Scott Syverson, Michael "Angelo" Russo, & Anthony Guidotti

Renegade Open GT 2014 6

Minotaur Artillery Tank All Macharius chassis vehicles. All Malcador chassis vehicles except the Malcador Infernus which is not

allowed for the ROGT 2014 Valdor Tank Hunter Marauder Bomber (may not take Hellstorm bombs) Maurader Destroyer Fellblade Cereberus Heavy Tank Destroyer Thunderhawk Transporter Greater Brass Scorpion of Khorne Obelisk Ghazgkull Thraka Stompa Gargantuan Squiggoth Kustom Battle Fortress Kill Krusha Tank Kill Blasta Cobra Scorpion Lynx with Pulsar (but not with Sonic Lance) Tiger Shark (Escalation version) Orca Dropship Barbed Hierodule Lord Kaldo Dreigo

Units Generated during the game that were not purchased as part of a player’s army list (e.g. Tyranid Tervigons spawning Termagaunts or the Chaos Daemons Portaglyph summoning daemons, or Conjuration Powers) are considered part of the owning player’s army, but not any specific Detachment. This means they do not benefit from any Command Benefits of any of the Detachments included in the army (including Objective Secured). [ITC Ruling]

Battlefield Terrain Buildings:

A claimed building is considered to be a unit in the controlling player’s army. Therefore special rules and abilities that apply to friendly units/models generally apply to a claimed building. Note however, rules/abilities that apply only to units/models from a particular faction will not apply to a building which is not from that faction. [RAW, Claiming Buildings pg. 112, BRB]

A unit is allowed to move/be on top of the battlements of an enemy controlled building. This is an exception to the rule that models are not allowed to move within 1” of enemy models. [RAW, Claiming Buildings pg. 112, BRB]

Buildings may take cover saves granted by terrain or intervening units just like a vehicle does, treating the building’s entire silhouette as it’s facing if none is apparent. [RAW, Shooting At Buildings pg. 110, BRB]

For the purposes of claiming buildings, allies of any type claim a building for the army they were purchased for. [RAW, Claiming Buildings pg. 112, BRB]

The Automated Fire rule causes emplaced weapons to fire at the nearest “legal” target. A unit is still a legal target even if the shooting attack is not strong enough to hurt it. A unit is not a legal target if it would require breaking one of the targeting restrictions of the weapon type. [RAW, Automated Fire pg. 112, BRB]

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Gun Emplacements: Gun emplacements are not considered to be models or units (they are terrain), which

means among other things: [RAW, Gun Emplacements pg. 109 &112, BRB] o They do not generate a Victory Point when destroyed. o They do not benefit from special abilities that affect models/units (e.g. Ork Kustom

Force Field or Dark Angel Power Field Generator). They are unaffected by Tank Shocks and psychic powers (other than psychic shooting

attacks). [RAW, Gun Emplacements pg. 109 &112, BRB] Gun emplacements may take cover saves granted by terrain or intervening units just like an

Infantry model does. [RAW, Gun Emplacements pg. 109 &112, BRB] Units cannot declare a charge against a gun emplacement. However, if while charging

another unit a gun emplacement is engaged in close combat, then attacks may be directed at the gun emplacement as though it were a separate unit. [RAW, Gun Emplacements pg. 109 &112, BRB]

Both players may have a model in base contact with the same gun emplacement (provided they are more than 1” apart) and both models may fire it in consecutive Shooting phases. [RAW, Gun Emplacements pg. 109 &112, BRB]

Ruins: For ease of tournament play, at this event, if a Blast or Template weapon would affect more

than one level of a ruin the player making the attack must choose one of the levels to effect. non-Torrent Template weapons can only choose one level above/below themselves. Barrage weapons always strike the highest level that is under the hole in the center of the marker. [ITC Ruling]

Movement in multi-level ruins is described as 3" for vertical movement from one level to another. [RAW, Moving Vertically pg. 21, BRB]

Skyshield Landing Pad: Only models physically on top of a shielded Skyshield Landing Pad gain the 4+ invulnerable

save. [RAW, Sky Shield Landing Pad pg. 33, SA] The shielding walls of a Skyshield Landing Pad are battlements and provide a 4+ cover

save to models obscured by them. [RAW, Sky Shield Landing Pad pg. 33, SA]

Drop Pods Models disembarking from a drop pod can make a normal move ending wholly within 6” of

the pod; this includes the Fins but NOT the doors. [RAW, Transports pg. 80, BRB] The doors of a drop pod model are ignored for all game purposes (e.g. they never block

LoS, they may not be disembarked from, and enemy models do not need to remain 1” away from them). [ITC Ruling]

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Factions of the 41st Millenium Astra Militarum

When a Ministorum Priest attempts to use the War Hymns special rule, he uses his own Leadership value (in most circumstances LD 7) and not the Leadership of any other models in his unit. [RAW, Characteristic Tests pg. 13, BRB]

Black Templars -- See Space Marines Blood Angels

Transport vehicles purchased for Death Company units score and benefit from Command Benefits normally. [RAW, Dedicated Transports pg. 80, BRB]

Chaos Daemons

When resolving a Warp Storm result that requires a D6 to be rolled for each unengaged enemy unit (and units containing at least one Daemon of the specified type), do not roll for any units that are currently embarked in a vehicle or occupying a building. [ITC Ruling]

When generating a unit of Daemons either from a Portaglyph or the Summoned from the Warp Warp Storm result, a Chaos Daemons player may roll the unit size before choosing which type of unit is summoned. [ITC Ruling]

When a psyker (or unit of psykers) is created mid-game, immediately roll for any randomly generated psychic powers before placing them on the table. [RAW, Psykers pg. 23, BRB]

Independent Characters from the Chaos Daemons can only join units that consist entirely of Deamons of the same God and cannot join other units even in the same Army Selection. [RAW, Daemonic Alignment pg. 26, C:CD]

Feel No Pain rolls may be taken against wounds caused by Daemonic Instability. [RAW, Fell no Pain pg. 164, BRB]

Before rolling the dice to manifest the Flickering Fire psychic power, a player must declare the precise Warp Charge cost of the spell (number of Successes). Then roll the declared cost, regardless of number of successes, for determining the number of shots. [RAW, Manifesting Psychic Powers pg. 24, BRB]

Kairos Fateweaver can only generate psychic powers according to The Two Heads of Fate special rule. [RAW, The Two Heads of Fate pg. 42, C:CD]

Kairos Fateweaver may use the rerolls granted by the Staff of Tomorrow and the Lord of Unreality warlord trait while in Reserves. [RAW, Staff of Tomorrow & Lord of Unreality pg. 42, C:CD]

For the purposes of the Lamprey’s Bite special rule, a Screamer’s “normal close combat attacks” include the bonus attack for charging but do not include Hammer of Wrath attacks. [RAW, Hammer of Wrath pg. 91 & 165, BRB]

A model that takes a Disc of Tzeentch as an optional upgrade receives the +1 Toughness Armoured Steed bonus. [RAW, Armoured Steed pg. 63, BRB]

Leadership penalties from the Doomstone apply to an enemy character even if that model is removed as a casualty and later returns to the game via a special rule. If the Doomstone lowers a character’s leadership to 0, then any special rules that would prevent them from being removed as a casualty or subsequently return them to play are ignored. [ITC Ruling]

If a multi-wound model fails a characteristic test from the Pavane of Slaanesh or Rancid Visitations psychic powers, but is not removed as a casualty, the attack immediately ends. [ITC Ruling, Pavane of Slaanesh & Rancid Visitations pg. 69, C:CD]

A Portaglyph has no specified height, and may literally be represented by a small blast template. [ITC Ruling]

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Chaos Daemons cont.

When Mindshackle Scarabs force a model to attack another model from its own army (including itself), and the target model has the Burning Blood Daemonic Gift, D3 wounds are not generated for each unsaved wound suffered. [ITC Ruling]

The +1 to Feel No Pain rolls from the Warpflame Daemonic Gift stacks with other instances of Warpflame. Note that a model’s Feel No Pain roll can never be improved beyond 2+. [RAW, Warpflame pg. 68, C:CD]

When rolling for a model’s Daemonic Rewards, Warp-forged Armor and the Unbreakable Hide Greater Reward ARE considered to be duplicates. [RO Ruling]

A model with the Mutating Warpblade must actually use the weapon to slay an enemy character or monstrous creature for the Warp Mutation special rule to take effect. [RAW, Special Rules pg. 156, BRB]

A model with the Blade of Blood must actually use the weapon to attack in the assault phase for the Bloodlust special rule to take effect. [RAW, Special Rules pg. 156, BRB]

Chaos Space Marines

A model without the Champion of Chaos special rule may attempt a Glorious Intervention to save a model with the Champion of Chaos rule. [RAW, Glorious Intervention pg. 103, BRB]

Two Independent Characters with different Marks of Chaos CANNOT both join the same unmarked unit, the first to join "Marks" the unit for the purpose of this rule (it's Chaos they hate each other). [RAW, Marks of Chaos pg. 30, C:CSM]

When using a Chaos Spell Familiar, the controlling player must reroll ALL the dice. [RO Ruling, Spell Familiar pg. 67, C:CSM]

Force weapons cannot cause Instant Death to Kharn the Betrayer even if their strength is double or more than his toughness value (e.g. a Nemesis Daemonhammer). [RAW, Instant Death pg. 36 & 165, BRB]

A Warpsmith’s Master of Mechanisms: [RAW, Master of Mechanisms pg. 34, C:CSM] Repair does not require line of sight, but can only repair his transport/building if embarked. Curse requires line of sight, so can be used while inside of a transport or building from a

firing point. (while not explicit this operates too similarly to a Shooting Attack to not require LOS as it has no special rule that says it doesn't require it.)

If a CSM model is locked in combat and the end of phase Toughness tests caused by his Black Mace kills all enemy models within 3” of him, the CSM model is still considered to be locked in that combat unless all enemy models locked in that combat were killed. [ITC Ruling, order of operations for the turn vs the Black Mace rules]

Plague Zombies can man gun emplacements and fire emplaced weapons. [RAW, Ballistic Skill pg. 8, BRB; Plague Zombies pg. 61, C:CSM]

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Dark Angels

Per the updated digital version of the codex, the Standard of Devastation only affects Dark Angels units. [RAW, Digital Copy, C:DA]

Per the updated digital version of the codex, the Standard of Devastation only affects Boltguns, twin-linked Boltguns, the Boltgun portion of combi-weapons, and Hurricane Bolters. [RAW, Digital Copy, C:DA]

Per the updated digital version of the codex, if the bearer of a Power Field Generator is embarked upon a vehicle/building, the generator only affects the embarked unit and the vehicle/building. [RAW, Digital Copy, C:DA]

A unit containing Belial that uses the Gate of Infinity psychic power to Deep Strike does not scatter. [RAW, Tactical Precision pg. 56, C:DA]

Ezekiel does benefit from the Book of Salvation wargear, effectively making him WS6. [RAW, Book of Salvation pg. 54, C:DA]

The -1 Toughness penalty caused by a Rad Charge from a Ravenwing Grenade Launcher is applied immediately and affects weapons fired after the grenade launcher by the same unit. [RAW, Select A Weapon pg. 30, BRB]

Dark Eldar

Nightshields reduce the maximum range of weapons by 6”. This means a 24” Rapid Fire weapon would fire once at 18” and twice if within 9” of a target with Nightshields. [RAW, pg. 63, C:DE]

Eldar

Each of the paired sets of powers from the Runes of Battle discipline (e.g. Conceal and Reveal) are considered TO BE ONE POWER for the purposes of a unit not being able to manifest the same power twice in one phase. [RAW, Psychic Powers, pg. 70, C:Eldar]

Wounds caused by the Mind War psychic power may be redirected by a Look Out Sir roll. However, the WS and BS penalties stay with the target model. [RAW, Look Out Sir, pg. 100, BRB]

Note that due to the restructure of the Psychic Phase and how Warp Charges work, the Ghost Helm ability to negate Perils From the Warp, does NOT work OUTSIDE THE PSYCHIC PHASE. This is due to the wording in Psychic Phase that says "When the Psychic Phase ends, all remaining Warp Charge points belonging to both players (if any) are lost and the Shooting phase begins." [RAW, Psychic Phase, pg. 24 BRB & Ghost Helm, pg. 66 C:Eldar]

If Illic Nightspear is joined to another Infiltrating unit, the unit does not benefit from the Walker of the Hidden Path special rule and must Infiltrate normally. [RAW, IC, pg. 166, BRB]

When Swooping Hawks are removed from the table due to the Skyleap special rule, ongoing effects (e.g. the Soul Blaze special rule) remain with the unit although they are not affected by them until they return to play. [RAI, Soul Blaze, pg. 172, It does not mention that it is removed when the affected unit leaves the table. As there is no other rule that mentions this as well we assume this is the intent.]

The +1 Strength from the Crushing Blow Exarch Power is a normal strength modifier. This means if the Exarch’s Strength value is doubled for any reason, the +1 from Crushing Blow is added afterward. [RAW, Multiple Modifiers, pg. 8, BRB]

The Fast Shot Exarch Power applies to any weapon the Exarch is using to make a shooting attack, including grenades. [RAW, pg. 30, C:Eldar]

Cover saves may not be taken against Prince Yriel's Eye of Wrath attacks. When a model passes an invulnerable save with a Scattershield, all units within 6”, including the

bearer’s unit, must take a Blind test. Note that the bearer of the Scattershield does not automatically pass this Blind test. [RAW, pg. 66, C:Eldar]

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Eldar cont. A Wave Serpent’s Serpent Shield is a weapon and may be destroyed by a Weapon Destroyed result

on the vehicle damage chart. Note that this destroys both the Serpent Shield’s offensive and defensive abilities. [RAW, pg. 45 & 67, C:Eldar]

Supplement: Iyanden Ignore the entry on Not Being able to Ally with Codex Eldar Faction [ROGT Ruling]

Grey Knights

The Extra Psychic Power Generated by either Lore Master and/or Domina Liber Daemonica count towards Psychic Focus. [RAW, Psychic Focus pg. 24, BRB]

Inquisition

Inquisitorial Detachments do not have the Objective Secured Command Benefit as their Detachment has no Troops Choices. [RAW, pg. 121, C:Inq, electronic copy]

Psykers from Codex: Inquisition can generate psychic powers from the Daemonology psychic discipline. However, they will suffer a Perils of the Warp result on any roll of a double when attempting to manifest Malefic or Sanctic powers. [RAW, Psychic Disciplines, pg. 28, BRB]

Necrons

A model’s Ever-living counter is the same size as its base (i.e. the large round flying base in the case of the Catacomb Command Barge or Destroyer Lord). [Ruling, no mention of size for the Ever-Living Counter but we ask that you do this to aid in the range limitations for getting back up and being able to get outside of 1" of Enemy Models as required by Reanimation Protocols]

Do not place a Reanimation Protocol or Ever-living counter for any models that are caught in a Sweeping Advance. Ever-Living Counters already placed on the table before a unit was caught in a Sweeping Advance do remain in play. [RAW, pg. 29, C:Necrons]

A successful Feel No Pain roll does not negate the armor reducing effects of the Entropic Strike special rule. [RAW, pg. 29, C:Necrons]

Vargard Obyron’s Cleaving Counterblow special rule only takes effect if Obyron is in a Challenge or is the only model capable of having hits allocated to him (e.g. he is the only model left in the unit). [RAW, pg. 61, C:Necrons]

Deathmarks are considered “deployed” as soon as they or a transport they are embarked upon are placed on the table. [RAW, Reserves, pg. 135, BRB]

If a Cryptek or any Independent Character is joined to a unit of Deathmarks, that model WILL NOT benefit from the Hunters from Hyperspace special rule. [This used to have a GW FAQ entry that gave this ability, but has been removed for 7th Ed. As such its permission has been removed here. RAW GW:FAQ, C:Necrons v1.0, 7th Ed, 27MAY2014. Ruling is also Based on: RAW, Independent Characters pg. 166, BRB]

Only hits allocated to the Catacomb Command Barge RIDER may benefit from the 3+ invulnerable save granted by a Phase Shifter. [RAW, Chariots, pg. 86 BRB]

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Necrons cont.

A Catacomb Command Barge’s Sweep Attack special rule: Has no effect on Zooming Flyers and Swooping Flying Monstrous Creatures. [RAW, Hard to

Hit pg. 69 & 84, BRB] You must pass over at least 1 model of a unit you want to attack with Sweep Attack with

the vehicle's hull or base (extra pointy bits or posed Warscythes will NOT count). [RAW, Sweep Attack pg. 52, C:Necrons]

When a Catacomb Command Barge returns to play due to the Ever-living special rule, it does so with all the effects it possessed when it generated an Ever-living counter (e.g. if the model had suffered a penetrating hit it would to return to play without the bonuses from Quantum Shielding). [RAW, Reanimation Protocols & Ever-Living pg. 29, C:Necrons]

When a Catacomb Command Barge returns to play due to the Ever-living special rule, if the rider is equipped with a Phylactery, the Chariot itself is still returned to play with only a single hull point. [RAW, Chariots pg. 86, BRB]

A Doom Scythe’s Death Ray is a hull-mounted weapon, but the SECOND of the two points picked for it do NOT have to be within the weapon’s arc of fire. While all models under the line do generate a hit on their unit, only models in the Doom Scythe’s LoS and range can have unsaved wounds allocated to them and therefore be removed as casualties. For casualty removal purposes the Death Ray’s range is 12” plus the 3D6” rolled for its second point. Vehicle models completely out of the Doom Scythe’s LoS also cannot be affected by this attack. [RAW, Vehicle Weapons & Line of Sight pg. 74, BRB]

The twin-linked tesla destructor on an Annihilation Barge is a hull-mounted weapon. [RAW, Vehicle Weapons & Line of Sight pg. 74, BRB]

The twin-linked Tesla Destructor on a Nightscythe is a Hull-Mounted Weapon. [RAW, Nightscythe Unit Entry pg. 61 Death From the Skies]

The player whose turn it is determines whether the effects of Mindshackle scarabs and whip coils are resolved before or after models involved in a challenge are moved into base to base contact. [ROGT Ruling, Ease of Play]

When Mindshackle Scarabs are controlling a Deathwing Knight, either the Necron player can NOT choose to activate the unit’s Smite Mode for all Deathwing Knights. [RO Ruling]

The Chronometron: Can only be used on rolls of a single D6 (e.g. an armor save) not rolls that use multiple dice

(e.g. a leadership test). [RAW, Re-Rolls pg. 11, BRB] It may also NOT be used on rolls that are NOT part of the Necron Army i.e. Roll for End of

Game, Night Fight, etc. These rolls are not owned by the Necron Army though its player may roll the die. [RAW, Re-Rolls pg. 11, BRB]

Orks

None at this time.

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Space Marines

A Raven Guard Detachment uses the Chapter Tactics description on page 78. Ignore the summary entry at the back of the codex. [RAW Raven Guard Chapter Tactics pg. 78, C:SM]

If a Stalker chooses to use the dual fire mode, any shots targeting a unit that is NOT a Flyer, Flying Monstrous Creature, or Skimmer are resolved at BS1. [RAW, Servo-tracking pg. 121, C:SM & Snap Shots pg. 32 BRB]

Weapons with the Graviton Special Rule: The To Wound roll here is REPLACING Toughness with Armor Save. This means that the

Majority Armor Save in the unit will be used to determine the roll needed to wound a unit. If two or more armor saves are tied for majority, use the highest (worst) of these tied saves. [RAW, Graviton Weapons pg. 121 C:SM]

Grav weapons confer cover save due to causing wounds to units and damage to vehicles. [RAW, Graviton Weapons pg. 121 C:SM]

When resolving hits against vehicles. Rolls of 6 causes a Damage RESULT of Immobilized. This means that damage caused after the first result causes 2 hull points in damage per the Immobilized Result. [RAW, Graviton Weapons pg. 121 C:SM]

An army may only include one of each Chapter Relic regardless of how many Detachments the army has. [RAW, Chapter Relics pg. 127, C:SM]

Crusader Squads may take items from the Special and Heavy Weapons lists regardless of how many models are in the unit. [RAW, Crusader Squads pg. 119 & 168, C:SM]

In a Space Marine Command Squad, so long as a Veteran does not replace a weapon required for the upgrade, it may purchase any of the Veteran options and THEN be upgraded to an Apothecary or Company Champion. [RAW, Command Squad pg. 88 & 164, C:SM]

Space Wolves

PLACE HOLDER FAQs COMING SOON!

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Tau Empire

When a model with the Skyfire special rule uses the Seeker Markerlight ability to fire a Seeker Missile at a Zooming Flyer or Swooping Flying Monstrous Creature, the attack is resolved at BS5. If the firing model does not have Skyfire then the attack is resolved at BS1 as usual. [RAW, Skyfire, pg. 171, BRB]

If a vehicle is only able to make Snap Shots at any target (e.g. it is suffering from a Crew Shaken vehicle damage result) and it uses the Seeker markerlight ability to fire a Seeker Missile, the attack is resolved at BS1 as usual. [RAW, Snap Shots, pg. 32, BRB]

When multiple units fire Overwatch at an enemy unit, markerlight counters placed by one unit may be utilized by other units that fire after them. [RAW, Overwatch, pg. 45, BRB]

A Markerlight counts as a weapon with a Strength of 5 or less for the Point Defense Targeting Relay vehicle battle system. [RAW, Markerlight pg. 68 & P.D.T.R. pg. 72, C:TE]

Both the Drone Controller and the Counterfire Defence support systems have no effect on drones making Snap Shots. [RAW, Snap Shots pg. 32 BRB, & pg. 68, C:TAU]

Only Gun Drones, Marker Drones, and Sniper Drones benefit from a Drone Controller support system. [RAW, pg. 68, C:TAU]

A model firing Overwatch cannot use the Target Lock support system to target a non-charging enemy unit. [RAW, Overwatch pg. 45, BRB]

Battlesuits may NOT use their Multitrackers to fire more than 1 weapon during Overwatch. The Multitracker specifies it may only be used in the Shooting Phase. [RAW, pg. 69, C:TE]

Supplement: Farsight Enclaves O’Vesa may join units like a normal Independent Character. However, other Independent

Characters cannot be joined to a unit containing O’Vesa. If a unit already contains another Independent Character, this effectively prevents O’vesa from joining that unit. This is based on O'Vesa being a Monstrous Creature in addition to being an Independent Character. [RAW, Monstrous Creature pg. 67 & Independent Characters pg. 166, BRB]

Tyranids

A SWOOPING Hive Tyrant may NOT join a unit of Tyrant Guard. [RO Ruling, Tyrant Guard Brood pg. 46, C:Tyranids]

A Hive Tyrant that joins a unit of Tyrant Guard may not leave it for the rest of the game. [RAW, Tyrant Guard Brood pg. 46, C:Tyranids]

When a Malwloc is using the Terror From the Deep special rule: The Mawloc can choose to Deep Strike onto a point occupied by models locked in close

combat. [ITC Ruling]

If the Mawloc’s attacks destroy a Transport vehicle with embarked passengers, the passengers disembark normally before attempting to place the Mawloc. This may cause the passengers to be hit by the second blast marker or force the Mawloc to roll on the Deep Strike Mishap table. [ITC Ruling]

When/if the Mawloc is placed on the spot where the blast marker landed, center the Mawloc’s base over the blast marker facing any direction. Note some of the model’s base will hang over the side of the blast marker. [ITC Ruling]

A Hive Crones wings are ignored when determining which units the model may Vector Strike. Use the model’s base, body, and head. [RO Ruling, See Vector Strike USR]

When using the Hive Crone’s drool cannon, place the template’s narrow end so that it is touching the Hive Crone’s base like a normal template weapon. [RAW, Template Weapons pg. 75 & 173, BRB]

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Tyranids cont.

Units with the Stubborn special rule ignore the Deathleaper’s It’s After Me rule when taking Morale or Pinning tests. [RAW, Stubborn pg. 172, BRB]

Spore Mine models MAY charge the turn they are created via the Spore Burst special rule. [RAW, Spore Burst pg. 65, C:Tyr]

Purchased Spore Mine Cluster Units may not charge the turn that they arrive via Deep Strike. [RAW, Arriving by Deep Strike pg. 162, BRB & Spore Mine Cluster pg. 65, C:Tyr]

The Pyrovores Volatile special rule only affects units within D6” of the slain Pyrovore. [RAW, Pyrovores: Volatile pg. 51, C:Tyr]

Sources Warhammer 40 000: 7th Edition Big Rule Book (BRB) Codex: Astra Militarum (C:AM) Codex: Adeptus Soroitas (C:AS) Codex: Blood Angels (C:BA) Codex: Chaos Deamons (C:CD) Codex: Chaos Space Marines (C:CSM) Codex: Dark Angels (C:DA) Codex: Dark Eldar (C:DE) Codex: Eldar (C:Eldar) Codex: Grey Knights (2014) (C:GK) Codex: Imperial Knights (C:IK) Codex: Inquisition (C:Inq) Codex: Necrons (C:Necrons) Codex: Orks (2014) (C:Orks) Codex: Space Marines (C:SM) Codex: Space Wolves (2014) (C:SW) Codex: Tau Empire (C:TE) Codex: Tyranids (C:Tyr) Suplements: Militarum Scions, Crimson Slaughter, Iyendan, Waagh! Ghaz'Gul, Legion of the Dammed, Clan Raukaan, Heroes of the Fang, Farsight Enclaves, Officio Assassinorum, Adeptus Astartes Storm Wing, Strike Force Ultra, etc.

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Renegade Open GT 2014 16

Special thanks go out to the contributors to this document

Independent Tournament Circuit (ITC)

FRONT LINE GAMING, BAY AREA OPEN, LAS VEGAS OPEN, ADEPTICON,

NOVA OPEN, RENEGADE OPEN: David Arimond, Nate Sorensen, Andrew

Ferris, Scott Syverson, Paul Huck, Matt Baugh, John Bunn, Hank Edley,

Chandler Lee, Jon Regul, Reece Robbins, Nick Rose, Jon Wolf, Dave

Creswell, and Chris Merhstedt,